Do we think it’s possible to get a final build size down to less than the 10mb imposed as the limit for wireless downloads?
I’m using iPhone Advanced w/ bytecode stripping and have gotten my app down to 31mb unzipped, 8mb zipped. I understand that you need to get down to about 4.7mb zipped to make it under the 10mb after Apple’s DRM is added.
I’m using physics, so I’m wondering whether it’s worth my somewhat limited time to try to optimize all of my textures / sounds to try for the 4.7mb, or if I probably can’t make it anyway b/c the engine with physics will probably just take up a set amount… In which case, I’ll probably add MORE textures / sound…
I was able to get my game under 10MB, and it uses physics. I didn’t atlas the textures, but I think they would all fit into two 256x256 textures. No music, and only a few 22khz sounds.
Size of the zipped binary before submission to apple: 4.8 MBs, size in the app store: 9.9 MBs.
I think if you’re using Javascript it automatically adds a couple of megs, so if that’s the case I wouldn’t bother.
I’m about to submit an update that includes the AGON Online library, and that is going to blow the 10MB barrier.
I don’t beleive that using javascript adds anything to the build size. All my apps are done with js and all of them use physics, and they are all on the app store now at 9.5 to 9.8 MB. The zipped files I sent up were between 4.5 - 4.8 MB.
I also shrunk all my textures, and removed my music, and only used very small sound files.
The things that were killing me (size wise) was the music, the 512x512 or larger textures, and the font files. So I shrunk everything, and removed the music, and only use one font now. In the end it worked.
I only have 2-3 1024x1024 texture atlases, and some sounds.
A couple questions:
Is there any kind of size reporting where you can see how large each media item actually is? Flash has this, and it makes it easier to track down fat media items, as well as orphaned objects and whatnot…
Is the “Size” value in the inspector for each sound accurate?
If I have a sound file in the project folder, but not attached to any game object, will it still be compiled into the binary? Same question for textures I suppose…
I don’t think I’ve managed to get anything (with Unity) under 35mb
… That being said, I also have not tried
I’ve yet to see conclusive evidence that iPhone users care about the size, and that being under 10mb (thus able to download while on the go) is beneficial to sales.
Anyone with conclusive evidence feel free to correct me
I compiled a blank project using Unity iPhone Advanced, stripping level 3, “strip debug symbols” set for good measure, and the binary size is 11.3mb, 3.3mb zipped.
I also spent some time monkeying around with optimization and various compression settings with my game. I have three 1024x1024 texture atlases. They’re 2D vector art and compress down to 74k, 76k, and 244k as 8-bit PNGs w/ alpha transparency.
I did a few builds to compare file sizes:
1) With “Compress textures” checked in build settings:
Binary size: 14.5mb
Zipped: 4.4mb
2) Without “Compress textures” checked in build settings:
Binary size: 22.7mb
Zipped: 4.5mb
If the zipping method is an accurate gauge for final build size on the app store, this leads me to believe that texture compression isn’t necessary in my case. Which is good b/c it looks absolutely awful…
Still need to work on getting compressed sounds working well, but at least it looks like I may be able to hit the magic number…
There were recently some interesting discussions on Toucharcade where customers were saying things like ‘I was thinking about buying that game, but it is only X MB in size. If it were bigger, I would definitely buy it.’ They went on to comment that they were tired of buying games only to find out that they consisted only of a couple of levels with a promise of more later from the developer.
I certainly surprised to read this, but given the inability to drive before you buy on the App Store, perhaps download size becoming an important product attribute, only in the other direction…